Portable data unit for communicating with gaming machine over wireless link

ABSTRACT

A method and arrangement for communicating with a gaming machine is disclosed. The gaming machine includes a first wireless transceiver. A portable data unit includes a second wireless transceiver. In response to positioning the portable data unit in proximity to the gaming machine, without inserting the portable data unit into any portion of the gaming machine, a wireless transmission link is established between the first and second wireless transceivers. The wireless transmission link may, for example, be a radio (RF) link or an infrared (IR) link. Information is transmitted between the portable data unit and the gaming machine via the wireless transmission link for such purposes as cashless gaming, player tracking, game customization, and data transfer.

FIELD OF THE INVENTION

[0001] The present invention relates generally to gaming machines and,more particularly, to a portable data unit for communicating with agaming machine over a wireless transmission link for such purposes ascashless gaming, player tracking, game customization, and data transfer.

BACKGROUND OF THE INVENTION

[0002] Cashless gaming systems and player tracking systems generallyrequire a player to insert a portable data unit, such as a smart card,magnetic stripe card, ticket, or the like, into a data unit reader at agaming machine. The portable data unit is first issued to the player bya gaming establishment or other registration authority. The portabledata unit may carry monetary or player tracking information directly onthe data unit. Alternatively, the gaming machine may be linked to acentral host computer that administers accounts for a plurality ofplayers. In this case, the portable data unit may only carry a personalidentifier for accessing a player's account at the central hostcomputer. The monetary or player tracking information may be encryptedor unencrypted, depending upon the level of security desired for theapplication involved.

[0003] Heretofore, to communicate with gaming machines, portable dataunits of the above type have had to be manually inserted by players intodata unit readers at the gaming machines. This arrangement suffers fromnumerous drawbacks. First, the process of retrieving the portable dataunit and manually inserting it into a data unit reader can beinconvenient to a player especially if the player wishes to playnumerous gaming machines in a relatively short period of time. Second,unless the portable data unit is somehow attached to the player by astring, chain, or the like, a player may forget to remove the portabledata unit from a data unit reader upon completion of a gaming session,thereby possibly allowing a subsequent unscrupulous player at thatgaming machine to use the data unit for his/her own benefit. Third, dataunit readers are often disposed at peculiar locations on gamingmachines, such as above a video or mechanical display. This, in turn,requires a player to awkwardly reach for the peculiar location tomanually insert the portable data unit. If the portable data unit isattached to a string or the like, it is common for the string to hangover and partially obscure the machine display as the player plays thegaming machine.

[0004] Accordingly, a need exists for a portable data unit that cancommunicate with a gaming machine without inserting the data unit into adata unit reader.

SUMMARY OF THE INVENTION

[0005] A method and arrangement for communicating with a gaming machineis disclosed. The gaming machine includes a first wireless transceiver.A portable data unit includes a second wireless transceiver. In responseto positioning the portable data unit in proximity to the gamingmachine, without inserting the portable data unit into any portion ofthe gaming machine, a wireless transmission link is established betweenthe first and second wireless transceivers. The wireless transmissionlink may, for example, be a radio (RF) link or an infrared (IR) link.Information is transmitted between the portable data unit and the gamingmachine via the wireless transmission link for such purposes as cashlessgaming, player tracking, game customization, and data transfer.

BRIEF DESCRIPTION OF THE DRAWINGS

[0006] The foregoing and other advantages of the invention will becomeapparent upon reading the following detailed description and uponreference to the drawings.

[0007]FIG. 1 is a front view of an arrangement for communicating with agaming machine in accordance with the present invention.

[0008]FIG. 2 is a block diagram of the arrangement for communicatingwith a gaming machine in accordance with the present invention.

[0009]FIG. 3 is an isometric view of an automated teller machineoptionally employed in the arrangement.

[0010] While the invention is susceptible to various modifications andalternative forms, specific embodiments have been shown by way ofexample in the drawings and will be described in detail herein. Itshould be understood, however, that the invention is not intended to belimited to the particular forms disclosed. Rather, the invention is tocover all modifications, equivalents, and alternatives falling withinthe spirit and scope of the invention as defined by the appended claims.

DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

[0011] Turning now to the drawings, FIG. 1 is a front view of anarrangement for communicating with a gaming machine 10 in accordancewith the present invention, and FIG. 2 is a block diagram of thearrangement. The arrangement includes a first wireless transceiver 12mounted at the gaming machine 10, and a portable data unit 14 includinga second wireless transceiver 16 (see FIG. 2). The wireless transceiver12 is preferably mounted to a front center portion of the gaming machine10 at a height proximate to a height of a waist of an average standingperson. An individual, such as a patron or employee of a gamingestablishment, may carry the portable data unit 14 in his or her pocketor on a key, neck, or wrist chain so that the data unit 14 is readilyavailable when needed. A patron may acquire the portable data unit 14 onsite from a gaming establishment via an automated dispenser or anattendant station, or may have the data unit 14 shipped to the patron inresponse to an order placed by mail, telephone, the Internet, or thelike. The portable data unit 14 may be shaped as a smart card, key, orthe like or may be incorporated in a typical portable device such as amobile (cell) telephone, watch, necklace, ring, belt buckle, or anyother typical device carried by casino patrons.

[0012] In response to positioning the portable data unit 14 in proximityto the gaming machine 10, but without inserting the data unit 14 intoany portion (e.g., data unit reader) of the gaming machine 10, awireless transmission link is established (enabled) between the wirelesstransceivers 12 and 16. The wireless transmission link conveysinformation between the portable data unit 14 and the gaming machine 10.The wireless transmission link may be a radio (RF) link or an infrared(IR) link.

[0013] In one embodiment, the transceivers 12 and 16 are respectiveradio microchips that communicate over short distances and throughobstacles by means of radio waves. The radio microchips preferablyconform to the Bluetooth™ standard detailed at www.bluetooth.com, whichis incorporated herein by reference. The Bluetooth radio microchipsoperate in the unlicensed ISM band at 2.4 GHz and avoid interferencefrom other signals by hopping to a new frequency after transmitting orreceiving an information packet. Bluetooth is a term used to describethe protocol of a short range frequency-hopping radio link betweendevices containing the radio microchips. These devices, which in thiscase are the portable data unit 14 and the gaming machine 10, are thentermed “Bluetooth-enabled.” The radio link replaces a data unit readeror cable that would otherwise be used to connect the portable data unit14 and the gaming machine 10. The Bluetooth technology is designed to befully functional even in very noisy radio environments. The Bluetoothtechnology provides a very high transmission rate and all information isprotected by advanced error-correction methods, as well as encryptionand authentication routines for the user's privacy. It should be noted,however, that wireless technologies other than Bluetooth may be used tocommunicate information between the portable data unit 14 and the gamingmachine 10.

[0014] To establish the wireless transmission link, the portable dataunit 14 must be positioned within a predetermined distance of the gamingmachine 10 for at least a predetermined period of time. Thepredetermined distance and period of time may be varied for suchdifferent purposes as an attract mode and a play mode. In an attractmode, the predetermined distance and period of time may be set to enablea wireless transmission link with individuals that casually walk by butdo not stop at the gaming machine 10. The predetermined distance may beseveral feet and the predetermined period of time may be less than onesecond. Upon establishing such an attract mode link, the gaming machine10 may learn the identity of a passer by through the information on theindividual's portable data unit 14 and invite that individual to playthe gaming machine 10. In a play mode, the predetermined distance andperiod of time may be set to enable a wireless transmission link withindividuals that demonstrate an intent to play the gaming machine 10 andto disregard individuals who casually walk by the gaming machine 10. Inone embodiment, this predetermined distance is no greater than about twoor three feet to detect the portable data units 14 of individualsstanding in front of the gaming machine 10 but not in front of anadjacent gaming machine. The predetermined period of time is at leastfive seconds.

[0015] As a contingency in the event the wireless transmission linkfails, the portable data unit 14 and the gaming machine 10 may beoutfitted with respective conventional serial I/O interfaces forestablishing a conventional physical link between the data unit 14 andthe gaming machine 10. Specifically, instead of positioning the portabledata unit 14 in proximity to the gaming machine 10 to attempt toestablish a wireless transmission link, the data unit 14 may be insertedinto a data unit reader 58 on the gaming machine 10 to establish theconventional physical link. If the portable data unit 14 is a smartcard, the data unit reader 58 may be a smart card reader including anentry slot for receiving the smart card.

[0016] In one embodiment, the portable data unit 14 is a smart cardembedded with a microcontroller and is based on an eight-bit centralprocessing unit (CPU) core 20. The portable data unit 14 includes thefollowing on-chip memories with the following capacities: 128 Bytes ofRAM 22, 6 Kbytes of User ROM 24, 1 Kbyte of System ROM 26, and 1088Bytes of EEPROM 28. If the portable data unit 14 is used to storedetailed information of different types (e.g., monetary information,player tracking information, player preferences, casino preferences, andmachine data), the number of bytes of in the various memories can beincreased to accommodate such information. Both the User ROM 24 andEEPROM 28 can be configured into two sectors. Access rules from anymemory section or sector to any other are set up by the User's MemoryAccess Control Matrix (MACM) 30. This provides protection againstinteraction between multiple applications running on the portable dataunit, or against fraudulent software execution. The CPU 20 is coupled tothe MACM 30 by an internal bus 32. The EEPROM 28 preferably employshighly reliable CMOS EEPROM technology with approximately 10 year dataretention and 300,000 erase/write cycles endurance. The portable dataunit 14 is fully compatible with the ISO standards for smart cardapplications. Although the portable data unit 14 is illustrated as beingin the shape of a card, the data unit 14 can have other shapes capableof housing a microcontroller.

[0017] An important advantage of the portable data unit 14 over someother data-carrying mediums, such as magnetic stripe cards, is that itis inherently more secure and therefore less susceptible to fraud. Theinternal bus 32 is protected from fraudulent use by security logic 34,and the MACM 30 sets up access rules from any memory section or sector.Furthermore, the CPU 20 runs security software that encrypts/decryptsinformation transmitted between the portable data unit 14 and the gamingmachine 10.

[0018] The gaming machine 10 is operable to play a game of chance suchas mechanical slots, video slots, poker, blackjack, keno, bingo, orroulette. The game of chance may be any game that is played in responseto a wager, randomly selects a game outcome from a plurality of possibleoutcomes, and awards a payoff if the selected game outcome matchespredetermined criteria. The gaming machine 10 includes a visual display40 preferably in the form of a mechanical, dot matrix, CRT, LED, LCD,electro-luminescent, or other type of display known in the art. A touchscreen may overlay the display 40. In the illustrated embodiment, thegaming machine 10 is an “upright” version in which the display 40 isoriented vertically relative to a player. Alternatively, the gamingmachine 10 may be a “slant-top” version in which the display 40 isslanted at about a thirty-degree angle toward the player of the gamingmachine 10.

[0019] Referring primarily to FIG. 2, the gaming machine 10 includes acentral processing unit (CPU) 42 that executes game software stored insystem memory 44. The game of chance is depicted on the display 40. In avideo slot game, for example, the player may select a number of paylines 52 (see FIG. 1) to play and a number of credits to wager viapush-buttons 46 or a touch screen 48 overlaying the display 40. The CPU42 decrements a credit meter 50 by the number of wagered credits. Theslot game commences in response to the player pressing a “spin”push-button or touch field or pulling a handle, causing the CPU 42 toset animated reels 54 (see FIG. 1) in motion, randomly select a gameoutcome using a random number generator (RNG), and then stop the reelsto display symbols corresponding to the pre-selected game outcome. Inone embodiment, certain of the game outcomes cause the CPU 42 to enter abonus mode causing the display 40 or a secondary display to show a bonusgame.

[0020] The system memory 44 stores control software, operationalinstructions and data associated with the gaming machine 10. In oneembodiment, the system memory 44 comprises a separate read-only memory(ROM) and battery-backed random-access memory (RAM). It will beappreciated, however, that the system memory 44 may be implemented onany of several alternative types of memory structures or may beimplemented on a single memory structure. In response to a winningoutcome (e.g., winning combination of reel symbols along an active payline) identified on a pay table stored in the system memory 44, the CPU42 increments the credit meter 50 by a number of credits listed on thepay table for that winning outcome. If the game has a bonus mode, thepayoff amounts corresponding to certain outcomes of the bonus game arealso stored in the system memory 44.

[0021] When the portable data unit 14 is positioned in proximity to thegaming machine 10, the wireless transceivers 12 and 16 establish awireless transmission link that allows the CPU 20 on the data unit 14 tocommunicate with the CPU 42 on the gaming machine 10. Such communicationmay occur for such purposes as cashless gaming, player tracking, gamecustomization, and data transfer.

[0022] The amount of information stored on the portable data unit 14 mayvary depending upon the storage capacity of the data unit 14 and what isdesired for the particular application involved. On the one hand, thegaming machine 10 may be linked to a remote host computer 18 thatadministers accounts for a plurality of players in an account database.In this case, the portable data unit 14 may only store a personalidentifier for accessing detailed information in a player's account atthe host computer 18. The personal identifier is associated with theplayer's account. The detailed information in the player's account may,for example, include monetary information, player tracking information,player preferences, casino preferences, and verification information(e.g., verification code, biometric attribute, etc.). On the other hand,the portable data unit 14 may store detailed information directly on thedata unit 14 such that the player's “account” effectively resides on thedata unit 14 itself. The detailed information may, for example, includemonetary information, player tracking information, player preferences,casino preferences, machine data, and verification information.

[0023] In another embodiment, both the portable data unit 14 and thehost computer 18 may store some common information as a technique forverifying the contents of the data unit 14. For example, both theportable data unit 14 and the host computer 18 may store a currentmonetary balance and record of monetary transactions for a player'saccount identified by the portable data unit 14. If the current monetarybalance and transaction record on the portable data unit 14 match thecurrent balance and transaction record in the player's account at thehost computer 18, the contents of the portable data unit 14 areconsidered valid; otherwise, they are not.

[0024] If the gaming machine 10 is linked to a host computer 18, it ispreferably part of a high-speed network linking the host computer 18 toa plurality of similar gaming machines. The network may encompass asingle gaming establishment or multiple gaming establishments. If thenetwork encompasses multiple gaming establishments and is therefore awide-area network, the gaming machines at each gaming establishment areinterconnected by a local-area network. Each local-area network may bean Ethernet using a bus or star topology and supporting data transferrates of 10, 100, or 1000 megabits per second. Alternatively, eachlocal-area network may be a slower legacy network of the type currentlyfound in many casinos. Each local-area network includes a respectivegateway that serves as an entrance to the network. Each gateway isassociated with both a router, which knows where to direct a givenpacket of data that arrives at the gateway, and a switch, whichfurnishes the actual path in and out of the gateway for a given packet.The gaming machine 10, as well as the other gaming machines in thenetwork, are each assigned a respective permanent identification numberfor identifying the machine 10 to the host computer 18 and allowing thehost computer 18 to address the machine 10. The host computer 18 mayeither be located in the same gaming establishment as one of thelocal-area networks or at an offsite location remote from the gamingestablishment(s). If the host computer 18 is located in a gamingestablishment, the host computer 18 is preferably located in a securearea that can only be accessed by authorized establishment personnel andnot patrons.

[0025] A player may modify the information associated with the portabledata unit 14 at an automated station or at a station operated by a liveattendant. In an alternative embodiment, the gaming machine 10 itselfmay be equipped to serve as an automated station permitting a player tomodify the information while at the gaming machine 10. For example, withrespect to cashless gaming, to establish or modify the monetaryinformation associated with the portable data unit 14, the player goesto either an automated teller machine (ATM) or an attendant station. Inthe description.below, it should be understood that the player'smonetary account may reside on the portable data unit 14 and/or at thecentral host computer 18. If the player's monetary account resides atthe host computer 18, then both the ATM and the attendant station arelinked to the host computer 18.

[0026] A cashless gaming system and method employing the portable dataunit 14 is described in detail below.

[0027] Referring to FIG. 3, there is shown a front view of an ATM 60.The ATM 60 includes a data unit dispenser 62, a cash acceptor 64, a cashdispenser 66, an instructional display 68, and a push-button userinterface 70. In addition to or instead of the user interface 70, atouch screen may be mounted over the instructional display 68. Thedisplay 68 initially offers three transaction options: (1) establish anew monetary account, (2) deposit money to an existing account, and (3)withdraw money from an existing account.

[0028] In response to selecting option (1), the display 68 instructs theplayer to insert cash (bills) into the cash acceptor 64 and to press avend button of the user interface 70 after the desired amount of cashhas been inserted. In response to pressing the vend button, the display68 may prompt the player to enter verification information such as averification code (e.g., personal identification number (PIN)) and/or abiometric attribute. The ATM 60 may include a biometric measurementdevice 72 for measuring a biometric attribute of the player. Thebiometric attribute may, for example, be a fingerprint, a voice sample,or a retinal scan captured with a fingerprint reader, a voicerecognition system, and a retinal scanner, respectively. A suitablefingerprint reader is commercially available from Identix Incorporatedof Los Gatos, Calif. The fingerprint reader provides adjustable securitythresholds so that it can be easily tuned to fit the exact securityrequirements of the desired application. The player inserts his or herfinger into the fingerprint reader which, in turn, electronically oroptically captures a forensic-quality fingerprint image directly fromthe player's finger.

[0029] After entering the verification information, the ATM 60establishes a new monetary account for the player. The verificationinformation is stored with the player's account. The player's accountresides either on the portable data unit 14 to be dispensed by the ATM60 or in an account database at the host computer 18. The player'saccount initially holds an amount of money corresponding to the amountof cash deposited into the ATM 60 by the player. If the player's accountis stored at the host computer 18, the host computer 18 assigns anaccount identifier to the new account and sends the account identifierto the ATM 60 for storage on the portable data unit 14 to be dispensed.The ATM 60 then dispenses the portable data unit 14 from the data unitdispenser 62.

[0030] Once the player's account is established, the player may alsoutilize the ATM 60 to deposit money to, or withdraw money from, theexisting account. Specifically, when the instruction display 68initially offers the three transaction options noted above, the playerselects either option (2) to deposit money or option (3) to withdrawmoney. In response to selecting either option (2) or (3), the display 68instructs the player to position his or her portable data unit 14 inproximity to the ATM 60 so that the data unit 14 can communicate withthe ATM 60 over a wireless transmission link established between thetransceiver 16 in the data unit 14 and a transceiver in the ATM 60. Inresponse to establishing this wireless transmission link, the display 68prompts the player to enter his or her verification information (e.g.,verification code, biometric attribute, etc.).

[0031] After receiving the verification information, the ATM 60 verifiesthe existence of the player's account and the identity of the player.Specifically, if the player's account resides on the portable data unit14, the ATM 60 compares the entered verification information with theverification information stored with the player's account. If a matchdoes not exist, the ATM 60 rejects use of the portable data unit 14 andinforms the player of the problem. If, however, a match exists, theplayer may proceed to deposit money to (option (2)), or withdraw moneyfrom (option (3)), the existing monetary account depending upon whichtransaction option was initially selected.

[0032] If the player's account resides at the host computer 18, the ATM60 transmits the account identifier on the portable data unit 14 and theentered verification information to the host computer 18. The hostcomputer 18 determines whether or not the account identifier is assignedto any open monetary accounts. If the account identifier is not assignedto any open monetary accounts, the ATM 60 rejects use of the portabledata unit 14 and informs the player of the problem. If, however, theaccount identifier is assigned to an open monetary account, the hostcomputer 18 compares the entered verification information with theverification information stored with the player's account. If a matchdoes not exist, the ATM 60 rejects use of the portable data unit 14 andinforms the player of the problem. If, however, a match exists, theplayer may proceed to deposit money to (option (2)), or withdraw moneyfrom (option (3)), the existing monetary account depending upon whichtransaction option was initially selected.

[0033] For a “deposit” transaction (option (2)), the display 68 on theATM 60 instructs the player to insert cash (bills) into the cashacceptor 64 and to press a vend button of the user interface 70 afterthe desired amount of cash has been inserted. In response to pressingthe vend button, the amount of deposited cash is added to the player'saccount.

[0034] For a “withdrawal” transaction (option (3)), the display 68 onthe ATM 60 informs the player as to the amount of money in the player'sexisting account and instructs the player to enter, via the userinterface 70, the amount of money that the player wishes to withdrawfrom the player's account. The ATM 60 dispenses the requested amount ofmoney via the cash dispenser 66. The amount of withdrawn cash isdeducted from the player's account.

[0035] The ATM 60 may be designed to allow the player to withdraw anymonetary amount (in dollars and cents) in the player's account up to theentire account balance, or to withdraw only a whole number dollar amountin prescribed increments (e.g., $5, $10, $20, etc.). If the ATM 60allows the player to withdraw any monetary amount up to the entireaccount balance, the ATM 60 is then equipped with a coin dispenser inaddition to the cash dispenser 66. If, however, the ATM 60 allows theplayer to withdraw only a whole number dollar amount in prescribedincrements, the cashless gaming system and method may require the playerto obtain any residual amount of money from an attendant station.

[0036] Referring back to FIGS. 1 and 2, after the player establishes anew monetary account and deposits money into that account, the playermay proceed to play a gaming machine 10 using the money in the player'saccount. Toward that end, in response to positioning the portable dataunit 14 in proximity to the gaming machine 10 so that a wirelesstransmission link is established therebetween, the machine display 40prompts the player to enter his or her verification information. If theverification information includes a biometric attribute, the gamingmachine 10 may be outfitted with an appropriate biometric measurementdevice 56 for measuring the biometric attribute.

[0037] After receiving the verification information, the gaming machine10 verifies the existence of the player's account and the identity ofthe player. Specifically, if the player's account resides on theportable data unit 14, the gaming machine 10 compares the enteredverification information with the verification information stored withthe player's account. If a match does not exist, the gaming machine 10rejects use of the portable data unit 14 and informs the player of theproblem. If, however, a match exists, the gaming machine 10 accesses themoney in the player's account so that the player may proceed to play agame at the gaming machine 10.

[0038] If the player's account resides at the host computer 18, thegaming machine 10 transmits the account identifier on the portable dataunit 14 and the entered verification information to the host computer18. The host computer 18 determines whether or not the accountidentifier is assigned to any open monetary accounts. If the accountidentifier is not assigned to any open monetary accounts, the gamingmachine 10 rejects use of the portable data unit 14 and informs theplayer of the problem. If, however, the account identifier is assignedto an open monetary account, the host computer 18 compares the enteredverification information with the verification information stored withthe player's account. If a match does not exist, the gaming machine 10rejects use of the portable data unit 14 and informs the player of theproblem. If, however, a match exists, the gaming machine 10 accesses themoney in the player's account so that the player may proceed to play agame at the gaming machine 10.

[0039] To access the money in the player's account, the gaming machine10 may automatically download all the money in the player's account(whether it resides on the portable data unit 14 or at the host computer18) to the gaming machine 10. Alternatively, the machine display mayinstruct the player to select an amount of money, up to the entireaccount balance, to deduct from the player's account and electronicallydownload to the gaming machine 10. The gaming machine 10 converts theamount of downloaded money to an appropriate number of credits. Forexample, if each credit on the gaming machine 10 is worth 25 cents, thenumber of credits is equal to the amount of downloaded money divided by25 cents. The player may proceed to play a game on the gaming machine 10using the number of credits corresponding to the amount of downloadedmoney. The gaming machine 10 includes the credit meter 50 depicting thenumber of credits available for play. For each play, the credit meter 50is decremented by the number of wagered credits and incremented by thenumber of credits awarded for a winning outcome.

[0040] At the completion of a game session, the player may collect anamount of money corresponding to any credits remaining on the creditmeter 50 by pressing a “Collect” (or “Cash Out”) button. In response topressing the “Collect” button, the gaming machine 10 electronicallyuploads to the player's account (whether it resides on the portable dataunit 14 or at the host computer 18) an amount of money corresponding tothe number of credits remaining on the credit meter 50. Alternatively,the player may be given the option to have a portion of the moneyuploaded to the player's account and a remaining portion of the moneydispensed as cash or coins from the gaming machine 10. Toward that end,the machine display may instruct the player to select an amount ofmoney, up to the number of credits on the credit meter 50, to upload tothe player's account. Any remaining credits are dispensed as cash orcoins from the gaming machine 10.

[0041] In an alternative embodiment, the actual money in the player'saccount is not electronically transferred to the gaming machine 10.Rather, while a wireless transmission link exists between the player'sportable data unit 14 and the gaming machine 10, the money remains inthe player's account but the amount of money is visually represented onthe display of the gaming machine 10. In this way, the player is awareof the amount of money in the player's account and available for gameplay. At the completion of a game session, the amount of money in theplayer's account is updated to reflect any wins and wagers during thegame session. Alternatively, the amount of money in the player's accountmay be updated after each play, which may be defined as a single wagerand an associated outcome.

[0042] The wireless transmission link between the portable data unit 14and the gaming machine 10 preferably must be maintained throughout thegaming session in order to wager with money from the player's monetaryaccount. Alternatively, if the player's account is only accessed at thecommencement and completion of a gaming session, the wirelesstransmission link may only need to be established at these times. If thewireless transmission link is interrupted at any time the link issuppose to exist, the player may be prompted to position the portabledata unit 14 in proximity to the gaming machine 10 to re-establish thelink. If the wireless transmission link cannot be established despitepositioning the portable data unit 14 in proximity to the gaming machine10, the player may instead establish a more conventional physical linkby manually inserting the portable data unit 14 into the data unitreader 58 on the gaming machine 10.

[0043] After completing a game session, the player may take the portabledata unit 14 to an ATM 60 or an attendant station and withdraw any moneyremaining in the player's account. The procedure for withdrawing moneywas described above in connection with the ATM 60. A similar procedureis followed at the attendant station except that the attendant stationis operated by a live attendant that assists the player in executing thetransaction. The live attendant may merely provide passive instructionor may actively handle the player's portable data unit 14 and money.

[0044] As illustrated in FIGS. 1 and 2, the gaming machine 10 includesat least a transceiver 12 for communicating with the portable data unit14 and is optionally equipped with such traditional money handlingdevices as a bill validator, a coin acceptor, and a coin hopper. In afirst embodiment, the gaming machine 10 only permits cashless gaming andtherefore contains none of these traditional money handling devices. Ifthe player uses up all the money in the player's account, the player cantake his or her portable data unit 14 to an attendant station or an ATM60 and deposit additional money into the player's account. In a secondembodiment, the gaming machine 10 can serve as an ATM 60 and includebill and/or coin acceptors for the sole purpose of depositing money intothe player's account should the player use up the existing money. Withthis arrangement, the player need not leave the gaming machine 10 tocontinue playing. In a third embodiment, the bill and/or coin acceptorscan additionally be employed to directly load money onto the creditmeter 50 of the gaming machine 10.

[0045] While the present invention has been described with reference toone or more particular embodiments, those skilled in the art willrecognize that many changes may be made thereto without departing fromthe spirit and scope of the present invention.

[0046] For example, the player's account (whether it resides on theportable data unit 14 or at the central host computer 18) may alsocontain player tracking information, player preferences, and casinopreferences.

[0047] The player tracking information may include a personal identifierand game play data as disclosed in U.S. Pat. No. 5,179,517 to Sarbin etal., which is incorporated herein by reference in its entirety. The gameplay data may include an identification of last ten machines played,specific information relating to the games played, and the jackpots andother prizes won by the player. For each denomination (e.g., nickel,dime, quarter, half-dollar, dollar, etc.), the game play data mayinclude data fields for the number of coins played, the number of coinspaid out, the number of games played, the number of coins paid byattendants, and the time of play in minutes. Of course, the amount andtypes of data stored in the player's account may be varied to suit aparticular casino operating environment. Based on the player trackinginformation in the player's account, the central host computer 18performs calculations to compute bonuses to be awarded to the playerwhen playing a gaming machine 10.

[0048] The player preferences generally relate to the values of thoseparameters that players have selected in establishing their preferredgaming machine configuration. The player preferences may include thepreferred game (game type), the preferred configuration of the gamingmachine (language, sound options, speed of reel spins, number of coinsplayed per handle pull), and the preferred distribution of awards(payout structure, payout options, form of complimentaries, currency).The casino preferences reflect certain parameters that casinos canadjust according to certain criteria, such as skill level or playingfrequency, to maintain the interest of its players. The casinopreferences may include hold percentage, complimentary award rate,complimentary award limits, game eligibility (lockout), and otherinformation. Hold percentage indicates a range of hold percentages, suchas high, medium, and low. Based on the player preferences and the casinopreferences in the player's account, the gaming machine 10 is adapted orconfigured to such data as disclosed in U.S. Pat. No. 6,110,041 toWalker et al., which is incorporated herein by reference in itsentirety.

[0049] In addition, the portable data unit 14 may be used by employeesof a gaming establishment to collect data relating to gaming machineoperation as disclosed in U.S. Pat. No. 5,179,517 to Sarbin et al. Foreach machine, the machine data may include a machine ID; the number ofcoins played; the number of coins in the machine's cash box; the numberof coins paid out by the machine; the number of games played; the numberof coins paid by attendants to players; and such security information asthe number of machine door openings, the number of coin hopper jams, thenumber of blackouts (i.e., interruptions of electrical power to themachine), and the last ten security events such as tilts and illegalpays. Along with the data as described above, appropriate date-timeinformation corresponding to the data may be recorded on the portabledata unit 14.

[0050] Furthermore, if the portable data unit 14 is incorporated in aportable device such as a mobile telephone or portable internetappliance, the device may link to a financial institution (e.g., bank orcredit card company) where the player has an outside account to transfermoney to the player's account (whether it resides on the portable dataunit 14 or at the central host computer 18) or directly to the gamingmachine 10.

[0051] Each of these embodiments and obvious variations thereof iscontemplated as falling within the spirit and scope of the claimedinvention, which is set forth in the following claims.

1-74. (Canceled).
 75. A method of operating a gaming machine,comprising: storing verification information including a biometricattribute of a player in a storage device; measuring, at the gamingmachine, a biometric attribute of a player; wirelessly communicating theverification information between the storage device and the gamingmachine; and determining whether the biometric attribute measured at thegaming machine matches the biometric attribute of the player stored onthe storage device.
 76. The method of claim 75, further comprisingallowing the player to play the gaming machine if the biometricattributes measured at the gaming machine and stored in the storagedevice match.
 77. The method of claim 75, further comprising disallowingthe player from playing the gaming machine if the biometric attributesmeasured at the gaming machine and stored in the storage device do notmatch.
 78. The method of claim 75, further comprising storing a monetaryaccount of the player in the storage device.
 79. The method of claim 75,wherein the measuring is carried out by a biometric measuring devicemounted at the gaming machine.
 80. The method of claim 79, wherein thebiometric measuring device is selected from the group consisting of afingerprint reader, a voice recognition device, and a retinal scanner.81. The method of claim 75, wherein the biometric attribute is selectedfrom the group consisting of a fingerprint, a voice sample, and aretinal pattern.
 82. The method of claim 75, wherein the storage deviceis incorporated into a personal data unit.
 83. The method of claim 75,wherein the storage device is incorporated into a host computer remotelylinked to the gaming machine.
 84. An arrangement for wirelesslycommunicating with a gaming machine, comprising: a first wirelesstransceiver mounted at the gaming machine, the gaming machine includinga controller; a portable data unit including a second wirelesstransceiver adapted to communicate wirelessly with the first wirelesstransceiver in response to positioning the portable data unit inproximity to the gaming machine, without inserting the portable dataunit into any portion of the gaming machine, the portable data unitstoring a biometric attribute of the player; and a biometric measuringdevice mounted at the gaming machine and coupled to the controller, thecontroller being further programmed to compare the biometric attributestored on the portable data unit with a biometric attribute measured bythe biometric measuring device.
 85. The arrangement of claim 84, whereinthe controller is programmed to allow the player to play the gamingmachine if the biometric attribute stored on the portable data unitmatches the biometric attribute measured by the biometric measuringdevice of the gaming machine.
 86. The arrangement of claim 84, whereinthe biometric measuring device is selected from the group consisting ofa fingerprint reader, a voice recognition device, and a retinal scanner.87. The arrangement of claim 84, wherein the biometric attribute isselected from the group consisting of a fingerprint, a voice sample, anda retinal pattern.